General Homebrew Compendium

Stat Array

In an effort to make sure that everyone starts off on the same footing approx is I will be rolling 1 array and everyone will use it. Or allowing standard array at player discretion.

Starting Level and Gear

  • Your Selection of gear from your STARTING class or you can opt for rolling starting gold based on your starting class.
  • Any gear/money that comes with your Background
  • You start with an additional 100g
  • Should you have a "Tool" proficiency, you also gain those tools (with the exclusion of tools that cost 50g or more).
  • Your starting character is level 2
  • Your first 2 levels your hit die is maximized. You can then roll or take the average +1 +con for any level past lvl 2 as normal.
  • No restrictions on multi-classing.
  • You also start off with a free feat. This feat can be from either the PHB, or one of the feats from the provided Additional Allowed Feats document
  • UA/3rd party/homebrew Material is pseudo allowed. Before you select any of that material run it by me prior for approval and/or tweaking.
  • Highly preferential useage of the Build a Race document for race selection. Any other race is fine, but I would like this document used so I can see how everyone uses it and what its flaws are. There are no hard banned normal races... I just will look at you with the stink eye somewhat. https://homebrewery.naturalcrit.com/share/r5AqyIA3EfUR
  • Additional Allowed Feats https://homebrewery.naturalcrit.com/share/BJe1VSrqm

Making Intelligence Great Again

Being smart should have its benefits. As such, you gain additional benefits from your intelligence.

The first is any sort of "theoretical" or "hypothesis" style ability check may use intelligence instead of its regular stat.

The second is you gain a number of proficiencies based on your intelligence modifier as per the table below.

Additional proficiencies
Modifier Bonus
1 1 additional "common" language
2 1 Additional tool proficiency
3 1 additional skill proficiency
5 1 additional skill or tool, and any 1 language

Do you even Lift? (Swoly Strength)

Strength is the ability score that doesn't have much going for it outside of carrying capacity and heavy armor. As such, strength based attacks gain a + to their damage equal to half your strength modifier rounded down. Additionally, strength can be used to replace various checks depending on in character

New Tools

Miner's Supplies

  • Tool: Miner's Pickaxe, & Shovel
    • Allows you to attempt to find ore veins, and then attempt to mine them

Arcanist's Kit (250g)

  • Tool: A magnifying glass, and a set of magically sensitive tuning forks, pliers, and hammer.
  • Allows you to identify magic items, ley lines, areas, or magical effects over the course of 8 hours work if you meet or exceed the DC. Also if a magic item is damaged you can potentially repair it.
  • A Failed Identification check by 6 more below the DC will not give any information, but a failed check of 5 or less will give you its rarity.
  • Up to two creatures can work together if both have prof in arcanist's kit to halve the time, and grant one of the creatures advantage on the check. Only one creature may make the check.
    • Identification DC by Rarity

    • Common: 10
    • Uncommon: 12
    • Rare: 15
    • Very Rare: 18
    • Legendary: 21
    • Artifact: 24
Arcanist Kit Tool Actions
  • As an action you can determine whether an item has any magical properties, but not what those properties are, but you determine its approximate rarity. You may use this action a number of times a day equal to your intelligence modifier.
  • Over the course of 1 minute you can determine if there are any ley lines, or strong magical regions nearby (within 1 mile). This also gives approx direction and distance.
  • Over the course of a short or long rest, if you are in a strong magical region, or near a ley line you may imbue 1 item with an aspect of that ley line, or magical region. This aspect can vary, but generally is 1d4 modifier to any attacks or spells cast which use the item. This imbuement lasts for the next 24 hours.

Racial Dark Vision, ASI Adjustment options

Racial Dark Vision

Dark Vision is removed from the vast majority of races. There are three types of Dark Vision. Limited (30 ft), Regular (60 ft), Superior (120ft). Refer to the following table for races that have dark vision and what type, note these are the ONLY races which have natural/innate dark vision.

Additionally, if you think I made an ommission in error. Let me know!

Build a race is exempt from this rule.

Natural Dark Vision
Race or Subrace Dark Vision Type
Aasimar (fallen) Limited
Bugbear Limited
Dwarf (all) Regular (Duergar Superior with Sunlight Sensitivity)
Elf (all) Limited (Drow Superior with Sunlight Sensitivity, Eladrin/Sea with Regular)
Gnome (deep/svirfneblin) Superior
Goblin Limited
Halfling (ghostwise) Limited
Hobgoblin Limited
Kobold Superior with Sunlight Sensitivity
Orc Limited
Simic Hybrid Limited
Tabaxi Regular
Triton Regular
Warforged Limited

Background ASI Adjustment

Background based ASI adjustment allows a player to modify a base Ability Score for a race/subrace. This modification may then be substituted for any other ability score (with no total Ability score being larger than +2 for both the race and subrace if applicable. For example a Mountain Dwarf could elect to lower constitution by 1-2 point and gain 1 (or 2) point into Dexterity, but could not take a point into strength as that would increase the total modifier to +3.

Essentially, this gives the player the option to swap 1 ability score modifier from a race/subrace around as they so choose so long as a racial bonus does not exceed +2 to any given ability score.

Spells

Custom Spells (283)

The spells in the various source books are the most common spells used. Certain casters do have spells unique to them. Players have this option as well. To make a custom spell refer to pages 283-284 in the DMG for damage/level. If you wish to add a custom effect to a spell, please discuss it with the GM. Regardless, consult the GM before using any custom spells you have made for approval.

Spell Slots or Spell Points (p288 DMG)

Players may choose which type of spell system to use. Spell slots is the "norm" but Spell points are more versitile.

Spell points explained. Some casters are able to draw from a uniform pool of magical capability based on their own prowess. Refer to the two following tables to determine how much a spell costs and how spell points you have.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to cast a spell of one slot of each level of 6th or higher. You can't cast another spell of the same level until you finish a long rest.

Do note that the tables below assume full casters. For half casters, third casters look at your spell table as per your class table, then compare it to a the multi-classer's spell table on p166, that is your effective full caster level. (IE a 5th level paladin has 4 first level spells, and 2 2nd level spells, which is equal at a 3rd level full caster). For multi-class casters calculate your caster level according to the PHB rules (p165). Once you have your full caster level, you then refer to the tables below.

For Warlocks, Pact Magic has had no changes. You have two spell slots per rest (You gain a 3rd spell slot at 6th level). These spell slots are always cast at your highest level.

Removed/Modified Spells

Some spells have been modified, removed or added. Refer to this document for the new spells, as for removed spells, ONLY Identify has been removed Please ignore the spell in the document as that is for another campaign.

I recommend replacing Fireball and Lightning Bolt with Explosive Vial and Ionized Arc respecitively, but leave that up to player choice. (Insert argument that fireball/lightning bolt are actually 5th level spells here)

https://homebrewery.naturalcrit.com/share/ByR1oFUhN**


List of Modified Spells
Spell Name Spell Level
True Strike 0
Ice Knife 1
Identify 1
Witch Bolt 1
Cloud of Daggers 2
Sinloc's Snowball Swarm 2
Conjure Barrage 3
Erupting Earth 3
Lightning Arrow 3

Spell Point & Slot Regeneration

Spell Casters regenerate all expended spell points or slots at the end of a long rest.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Full Caster Spell Points by level
Caster Level Spell Point Capacity Maximum Spell Level
1st 4 1st
2nd 6 1st
3rd 14 2nd
4th 17 2nd
5th 27 3rd
6th 32 3rd
7th 38 4th
8th 44 4th
9th 57 5th
10th 64 5th
11th 73 6th
12th 73 6th
13th 83 7th
14th 83 7th
15th 94 8th
16th 94 8th
17th 107 9th
18th 114 9th
19th 123 9th
20th 133 9th

Additional Action Options

Flanking

Cinematic Flanking Rules

  • The player(s) must state how they wish to gain advantage via flanking. This could be jumping off a banister, swinging from a rope, coordinating with fellow players to "taunt" a creature to focus on only one of them, or any other such action which might be advantageous. Based on what the player(s) are attempting to do the DC and skill check will decided by the GM. If they player gains flanking, they only gain it for that turn, and only for up to two attacks. On a failure, the player(s) have left themselves open to attack, and the first attack against that player(s) is made with advantage.

This variation of flanking is intended to make combat feel more dynamic and engaging, while sparking creative uses of the environment for the players/gm, while not stepping on the toes of other abilities such as Reckless Attack, stealth, or a variety of spells, which standard flanking rules laugh at as flanking is so easy to obtain.

Additional Action Options (271)

Climbing onto larger creature can be done by grappling, or If the size difference is large enough, a creature can attempt to climb the larger creature.

After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses a variant grapple attack and makes a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your description. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Overrun When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Shove Aside With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

Tumble A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

Dodge

When you take the dodge action, in addition to its normal effects, you also gain advantage on acrobatics or athletics checks to repel grapel attempts. Note this does not change how you break an already established grapel.

Critical Strikes

  • Roll Critical strikes as normal using vanilla rules

Daily Powers/abilities

These are specially created abilities that will be gained through extraordinary circumstances, personal quests, quest rewards, rare tutors etc. If you are looking for inspiration on these types of abilities, consult 4th edition's daily powers.

Rest Rules

Slower Healing

Short Rest Non-Legendary creatures may only spend up to 1/4th of their total hit die (rounded up) to heal themselves at the end of a short rest.

Long RestAt the end of a long rest a creature naturally recovers a number of hit points equal to their hit dice amount (IE 5th level character would have 5 hit die, and recover 5 hp). If a creature has the durable feat, they double the amount of hit points restored this way. A creature may then choose to expend any number of hit die, up to half of their hit die total, to recover additional health. If any hit dice are spent, the creature doesn't recover any hit dice at the conclusion of the long rest.

Magical regeneration, such as a trolls regenerate trait or Ring of Regeneration, ignores all of the above rules

Various Misc Rules

Attunement slots and changes

You have a number of attunement slots equal to your proficiency bonus. If you have a class feature that sets your attunement slots to a new total, take that total, subtract 3, then add that to your proficiency bonus for your total attunement slots.

  • Example, if you take the advanced attunement feat which grants you a 4th attunement slot, you would then add your proficiency bonus plus one for your attunement slots.

When attuning to an item, you now only learn its simple properties, such as it being a + equipment.

Identifying magical equipment.

You may only identify magical equiment via the Arcanist's kit, use, or via consumable "Tomes of Knowledge" which you will find periodically throughout the adventure. You can also purchase identification in town.

Cleaving Attacks (272)

When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points


Downtime

This campaign will probably utilize a minimal amount of downtime, or it might use a lot. If the group as a whole wants to take a year off, the next session will be 1 year later, with all the ramifications included therein.

Downtime activities are listed through the various source books, but if you want to do something in particular, just talk to me and we will figure something out.

Between each dungeon delve there is a minimum of 4 days before you are allowed back in, some exceptions may apply.

Fate (Darkest Dungeon)

Fate, a destiny yet to be fulfilled represented by fate points. The simplest way to use Fate is as inspiration (either 1d6 add/subtract to a roll, or 1d20 to force adv/disadv). Another use is to change the outcome of a specific event in your favor. This could prevent an untimely demise, or other such instances. Using a fate point is wildly variable up to the DM to decide the outcome except for the simplest way. Some fate points come with an unknown cost.

Fate points can be saved, but only up to 3 fate points at any given time.

Inspiration

Inspiration can be used to grant yourself advantage on any d20 roll. The use of this inspiration must be declared before any outcome is determined. Inspiration cannot be carried over between sessions, unless you take the feat that grants this ability.

Ripper Docs & Tattoo Attunement

Ripper docs come in one of two varieties, legal, and back alley. Each has their own benefits and detriments.

What a ripper doc does is replace some part of you with a magi-tech replacement. These replacements can do a variety of things, but due to the stress on the body there are a limited number of augmentations/replacements that can be done. This number is equal to your constitution modifier (minimum of 1).

Augments/replacements can be replaced, but if for example you replaced your entire arm with plasma cannon, you aren't getting that arm back, although you can always get a suitable replacement from the spell Prosthesis or from other powerful casters through Regenerate.

Tattoo magical items are utilizing their UA version of attunement. Any number of tatoo's on you that require attunement only require a single attunement slot. Refer to the following tatoo chart for their body space requirement.

Tattoo Coverage
Rarity Area Covered
Common One hand or foot or a quarter of a limb
Uncommon Half a limb or the scalp
Rare One limb
Very Rare Two limbs or the chest or upper back
Legendary two limbs & the torso

Encumbrance

We will be utilizing this variant rule.

The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Additionally, worn armor only weighs half as much as the listed weight.

Treasure Tokens (Adventure league ripoff)

Treasure tokens is a new form of currency gained from completing objectives/quests, doing favors, or expanding your guild's reputation in some way. Primarily these tokens will be granted by turning in the magical cores of monsters you slay. The core's value is determined by their CR.

These tokens can be exchanged for magical items, or for gold (player's choice).

There are four tiers of points that can be acquired. T1 points can only be spent on t1 items, T2 points can be spent on either t2 or t1 items etc.

Most adventurer's "bank" their tokens with the primary guild or in some other institution. Purchasing tokens for gold is frowned upon as the tokens are a measure of one's skill.

Treasure Token Tier by CR
Tier Creature CR
1 1-3
2 4-7
3 8-12
4 13+
TP to Gold Value
Tier Gold Pieces
1 20
2 75
3 450
4 1350

These Treasure points can be spent on magic items from the following tables at the following rates. You may also purchase items with gold, but the cost of the item is doubled. Check with your DM & this list before any purchases.

Magic Items tables by Tier (using my document)
Magic Item Table TP Tier Point cost
A 1 2
B 1 4
C 2 4
D 3 4
E 1 8
F 2 12
G 3 16
H 3 20
I 4 24

Permanent Magic items can also be "sold" for a number of tokens equal to 1/4th its value according to this table.

Refer to this document for the tiers of items. Not all items will always be available. If the item comes from a published source, is not legendary/artifact tier or unique then you can probably find it, or comission it at the very minimum. Refer to this document below to find an item's table.

I also will allow completely custom magic item creation. Please give me all the stats of the item & I will assign it to a table for its cost to create, plus a small additional fee due to the unusual nature of the item.

https://homebrewery.naturalcrit.com/share/B1w2sptR4

Evergreen items

Evergreen items, are items that are universally available. All other items will be available to purchase via random rolls, or once "Unlocked" via quests, or turning in a similar item.

There is a list of all "Evergreen Items"

  • Heward's Handy Haversack
  • Spell scrolls (any)
  • Potions of healing (any)
  • Rod of the pact keeper, +1, +2, or +3
  • Shield, +1, +2, or +3
  • Wand of the war mage, +1, +2, or +3
  • Weapon, +1, +2, or +3
  • Armor (or barding), +1
  • Ammunition: Unbreaking, Silvered, or Adamantine